#1100 Weather messages for zone~ 2 b 15 ~ switch %random.8% case 1 %echo% A fiery streak of lightning pierces the stormclouds with a crash. break case 2 %echo% The black sky swirls ominously, wind wailing as it stirs the air. break case 3 %echo% A smattering of hail sprinkles the ground with tiny crystals of ice. break case 4 %echo% The land is drenched with a sudden fleeting downpour of rain. break case 5 %echo% The clouds rumble uneasily. break case 6 %echo% A crack of thunder booms threateningly overhead. break case 7 %echo% The wind shrieks, whipping over the land with a sudden frenzied speed. break case 8 %echo% The land flickers like a silver flame, illuminated by flashes of lightning. break default %echo% Something is broken, please report. break done ~ #1101 (18/09/08) Acts seen throughout hall~ 0 e 1 *~ eval act %arg% if %arg.car% != In if %arg.car% != At if %self.room.vnum% == 1108 %at% 1118 %echo% At the eastern end - %act% %at% 1109 %echo% At the eastern end - %act% elseif %self.room.vnum% == 1109 %at% 1118 %echo% In the central hall - %act% %at% 1108 %echo% In the central hall - %act% elseif %self.room.vnum% == 1118 %at% 1108 %echo% At the western end - %act% %at% 1109 %echo% At the western end - %act% end end end ~ #1102 (18/09/08) Speech heard throughout hall~ 2 d 1 *~ if %self.vnum% == 1108 %at% 1118 %echo% At the eastern end - %actor.name% says, '%speech%' %at% 1109 %echo% At the eastern end - %actor.name% says, '%speech%' elseif %self.vnum% == 1109 %at% 1118 %echo% In the central hall - %actor.name% says, '%speech%' %at% 1108 %echo% In the central hall - %actor.name% says, '%speech%' elseif %self.vnum% == 1118 %at% 1108 %echo% At the western end - %actor.name% says, '%speech%' %at% 1109 %echo% At the western end - %actor.name% says, '%speech%' end ~ #1103 test for Jim~ 2 c 100 test~ * Dex gives percent * 18 - 0 * 17 - 10 * 16 - 20 * 15 - 30 * 14 - 40 * 13 - 50 * 12 - 60 * 11 - 70 * 10 - 80 * 9 - 90 * 8 - 100 * %echo% Dex is %actor.dex()% eval num 100 - (((%actor.dex()% + 2) - 10) * 10) %echo% chance is %num% percent of getting hit ~ #1104 (00) Wraith reincarnates self, no corpse~ 0 f 100 ~ %load% mob 1100 wait 2 s %purge% self ~ #1105 (08/09/18) can't interact with wraiths~ 0 c 100 *~ if %arg% /= wr || %arg% /= wra || %arg% /= wrai || %arg% /= wrait || %arg% /= wraith %send% %actor% %self.name% flickers out of existance briefly when you try to interact with it. else return 0 end ~ #1106 new trigger~ 1 c 1 shoot~ eval actor %self.worn_by% eval origin %actor.room.vnum% eval tar %arg% eval place %tar.room.vnum% eval originn %origin% + 10 eval origins %origin% - 10 if %place% >= %originn% switch n elseif %place% <= %origins% switch s elseif %place% > %origin% switch e elseif %place% < %origin% switch w end case n %echo% The missile fires north. eval next %origin% + 10 while %next% < %place% %at% %next% %echo% A missile whizzes past. eval next %next% + 10 done %at% %place% %echo% A missile hits its target. break case e %echo% The missile fires east. eval next %origin% + 1 while %next% < %place% %at% %next% %echo% A missile whizzes past. eval next %next% + 1 done %at% %place% %echo% A missile hits its target. break case s %echo% The missile fires south. eval next %origin% - 10 while %next% > %place% %at% %next% %echo% A missile whizzes past. eval next %next% - 10 done %at% %place% %echo% A missile hits its target. break case w %echo% The missile fires west. eval next %origin% - 1 while %next% > %place% %at% %next% %echo% A missile whizzes past. eval next %next% - 1 done %at% %place% %echo% A missile hits its target. break default %echo% Something is broken. break done done done done ~ #1107 (04) play piano~ 1 c 100 play~ if %arg% == piano eval here %self.room.vnum% %send% %actor% Your fingers dance along the keys of %self.shortdesc%. %echoaround% %actor% %actor.name%'s fingers dance along the keys of %self.shortdesc%. %zoneecho% %here% A delicate tinkling melody drifts forlornly through the air. else %send% %actor% Play what? end ~ #1108 test for mick~ 2 c 100 test~ if %cmd% == test %echo% trigger fires if (%arg% == this is a test) %echo% second part works else %echo% second part doesn't work end end ~ #1109 (08) bracelet gives moves~ 1 c 1 draw~ if %arg% == bracelet %send% %actor% @CYou attempt to draw on the power of %self.shortdesc%.@n %echoaround% %actor% @C%actor.name% attempts to draw on the power of %self.shortdesc%.@n wait 1 s if %self.timer% == 0 eval give %actor.maxmove% - %actor.move% eval percent (%give% * 8) / 10 eval power %%actor.move(%percent%)% set %power% %send% %actor% @CYou glow with energy as a powerful wind erupts from %self.shortdesc% and envelops you. @n %echoaround% %actor% @C%actor.name% glows with energy as a powerful wind erupts from %self.shortdesc% and envelops %actor.himher%. @n otimer 20 else %send% %actor% @cAlas, the power of %self.shortdesc% has not yet recovered.@n end end return 0 ~ #1110 test for string combos~ 2 c 100 test~ eval X 1 eval Y 2 eval Z 3 eval string %X% %Y% %Z% eval string2 %X%%Y%%Z% %echo% string is %string% %echo% string2 is %string2% ~ #1111 test for remoting~ 0 c 100 test~ %echo% %self.name% eval test 1 remote test %self.id% %echo% self test is %self.test% ~ #1112 new trigger~ 1 i 100 ~ %echo% %victim.vnum% %echo% fired %send% detta test ~ #1113 All mobs put to sleep~ 2 c 100 test~ set target %self.people% while %target% set next_target %target.next_in_room% if %target.is_pc% %send% detta targetted pc %send% detta %target% else dg_affect %target% sleep on 20 %send% detta put mob to sleep %send% detta %target% end set target %next_target% done ~ #1114 mobs put selves to sleep~ 0 n 100 ~ dg_affect %self% blind on 1 dg_affect %self% sleep on 2 %echo% sleeping now ~ #1115 can't be interacted with~ 0 c 100 *~ if %self.alias% /= %arg% || %arg% /= %self.alias% %send% %actor% %self.name% is frozen by some unnatural magic. else return 0 end ~ #1116 Rooms don't allow casting~ 2 p 100 ~ %send% %actor% The powerful magic of this place absorbs your spell. ~ #1117 Mobs get out of fight~ 0 k 100 ~ %echo% %self.name% is reclaimed by the magic of this land. %load% mob %self.vnum% %purge% self ~ #1118 doors close themselves~ 2 g 100 ~ wait 2s eval room %self.vnum% if %room% == 1145 if %direction% == west %door% %self.vnum% west flags ab %echo% The door clicks quietly shut. elseif %direction% == east %door% %self.vnum% east flags ab %echo% The door clicks quietly shut. end elseif %room% == 1144 if %direction% == east %door% %self.vnum% east flags ab %echo% The door clicks quietly shut. end elseif %room% ==1146 if %direction% == west %door% %self.vnum% west flags ab %echo% The door clicks quietly shut. end end ~ #1119 testing act~ 0 e 100 *~ %echo% %arg% ~ #1120 testing room dirs~ 1 c 2 test~ set dest %arg% eval start %actor.room.vnum% eval difference %start% - %dest% if !(%difference% > 100 || %difference% < -100) set dest %arg% set remotes 1 remote remotes %actor.id% if !(%actor.varexists(roomstocheck)%) set roomstocheck 1 remote roomstocheck %actor.id% end eval here %actor.room.vnum% set originset 1 remote originset %actor.id% while %actor.originset% < 50 if %here.north% eval northexit %here.north(vnum)% eval check %actor.roomstocheck% if !(%check.contains(%northexit%)%) if !(%actor.varexists(%northexit%)%) if %actor.varexists(%here%)% eval path %%actor.%here%%% eval path %path.trim% if !(%path% == here) eval %northexit% %path% n eval northexit %northexit.trim% else eval %northexit% n end else set %here% here remote %here% %actor.id% set remotes %remotes% %here% remote remotes %actor.id% set %northexit% n end remote %northexit% %actor.id% set remotes %remotes% %northexit% remote remotes %actor.id% if %northexit% == %dest% eval originset 999 remote originset %actor.id% end eval roomstocheck %actor.roomstocheck% %northexit% remote roomstocheck %actor.id% end end end if %here.east% eval eastexit %here.east(vnum)% eval check %actor.roomstocheck% if !(%check.contains(%eastexit%)%) if !(%actor.varexists(%eastexit%)%) if %actor.varexists(%here%)% eval path %%actor.%here%%% eval path %path.trim% if !(%path% == here) eval %eastexit% %path% e eval eastexit %eastexit.trim% else eval %eastexit% e end else set %here% here remote %here% %actor.id% set remotes %remotes% %here% remote %remotes% %actor.id% set %eastexit% e end remote %eastexit% %actor.id% set remotes %remotes% %eastexit% remote remotes %actor.id% if %eastexit% == %dest% eval originset 999 remote originset %actor.id% end eval roomstocheck %actor.roomstocheck% %eastexit% remote roomstocheck %actor.id% end end end if %here.south% eval southexit %here.south(vnum)% eval check %actor.roomstocheck% if !(%check.contains(%southexit%)%) if !(%actor.varexists(%southexit%)%) if %actor.varexists(%here%)% eval path %%actor.%here%%% eval path %path.trim% if !(%path% == here) eval %southexit% %path% s eval southexit %southexit.trim% else eval %southexit% s end else set %here% here remote %here% %actor.id% set remotes %remotes% %here% remote remotes %actor.id% set %southexit% s end remote %southexit% %actor.id% set remotes %remotes% %southexit% remote remotes %actor.id% if %southexit% == %dest% eval originset 999 remote originset %actor.id% end eval roomstocheck %actor.roomstocheck% %southexit% remote roomstocheck %actor.id% end end end if %here.west% eval westexit %here.west(vnum)% eval check %actor.roomstocheck% if !(%check.contains(%westexit%)%) if !(%actor.varexists(%westexit%)%) if %actor.varexists(%here%)% eval path %%actor.%here%%% eval path %path.trim% if !(%path% == here) eval %westexit% %path% w eval westexit %westexit.trim% else eval %westexit% w end else set %here% here remote %here% %actor.id% set remotes %remotes% %here% remote remotes %actor.id% set %westexit% w end remote %westexit% %actor.id% set remotes %remotes% %westexit% remote remotes %actor.id% if %westexit% == %dest% eval originset 999 remote originset %actor.id% end eval roomstocheck %actor.roomstocheck% %westexit% remote roomstocheck %actor.id% end end end if %here.up% eval upexit %here.up(vnum)% eval check %actor.roomstocheck% if !(%check.contains(%upexit%)%) if !(%actor.varexists(%upexit%)%) if %actor.varexists(%here%)% eval path %%actor.%here%%% eval path %path.trim% if !(%path% == here) eval %upexit% %path% u eval upexit %upexit.trim% else eval %upexit% u end else set %here% here remote %here% %actor.id% set remotes %remotes% %here% remote remotes %actor.id% set %upexit% u end remote %upexit% %actor.id% set remotes %remotes% %upexit% remote remotes %actor.id% if %upexit% == %dest% eval originset 999 remote originset %actor.id% end eval roomstocheck %actor.roomstocheck% %upexit% remote roomstocheck %actor.id% end end end if %here.down% eval downexit %here.down(vnum)% eval check %actor.roomstocheck% if !(%check.contains(%downexit%)%) if !(%actor.varexists(%downexit%)%) if %actor.varexists(%here%)% eval path %%actor.%here%%% eval path %path.trim% if !(%path% == here) eval %downexit% %path% d eval downexit %downexit.trim% else eval %downexit% d end else set %here% here remote %here% %actor.id% set remotes %remotes% %here% remote remotes %actor.id% set %downexit% d end remote %downexit% %actor.id% set remotes %remotes% %downexit% remote remotes %actor.id% if %downexit% == %dest% eval originset 999 remote originset %actor.id% end eval roomstocheck %actor.roomstocheck% %downexit% remote roomstocheck %actor.id% end end end eval originset %actor.originset% + 1 remote originset %actor.id% eval nexttar %actor.roomstocheck.cdr% eval nexttar %nexttar.trim% eval nexttar2 %nexttar.cdr% eval nexttar2 %nexttar2.trim% eval here %nexttar.car% eval here %here.trim% eval roomstocheck 1 %nexttar2% remote roomstocheck %actor.id% done if %originset% == 1000 eval directions %%actor.%dest%%% remote directions %actor.id% %send% %actor% Your destination has been found. wait 2s %send% %actor% The directions are %directions%. else %send% %actor% Your destination is either too far away, or does not exist. end while %actor.remotes% > 1 eval rem %actor.remotes% eval delete %rem.car% rdelete %delete% %actor.id% eval remotes %rem.cdr% remote remotes %actor.id% done rdelete remotes %actor.id% rdelete originset %actor.id% rdelete roomstocheck %actor.id% else %send% %actor% Try somewhere closer. end ~ #1121 test room dirs~ 1 c 2 test2~ eval here %%actor.%here%% %echo% here is %here% if %here.east% eval eastexit %here.east(vnum)% eval check %actor.roomstocheck% if !(%check.contains(%eastexit%)%) if !(%actor.varexists(%eastexit%)%) if %actor.varexists(%here%)% eval path %%actor.%here%% if !(%path% == here) eval %eastexit% %path% e else eval %eastexit% e end else eval %here% here remote %here% %actor.id% eval %eastexit% e end remote %eastexit% %actor.id% eval roomstocheck %actor.roomstocheck% %eastexit% remote roomstocheck %actor.id% end end end ~ #1122 test room dirs~ 1 c 2 test3~ %echo% firing eval here %actor.here% %echo% here is %here% ~ #1123 test room dirs~ 1 c 2 test4~ if %here.west% eval westexit %here.west(vnum)% eval check %actor.roomstocheck% if !(%check.contains(%westexit%)%) if !(%actor.varexists(%westexit%)%) if %actor.varexists(%here%)% eval path %%actor.%here%% eval path %path.trim% if !(%path% == here) eval %westexit% %path% w eval westexit %westexit.trim% else eval %westexit% w end else eval %here% here remote %here% %actor.id% eval %westexit% w end remote %westexit% %actor.id% eval roomstocheck %actor.roomstocheck% %westexit% remote roomstocheck %actor.id% end end end return 0 ~ #1124 testing act~ 0 e 100 *~ %echo% %arg% ~ #1125 testing random dir~ 1 c 2 dir~ * No Script ~ #1126 (22) raise bucket from well~ 1 c 4 *~ if %cmd% == raise %send% %actor% You turn the crank, slowly raising the bucket from the depths. %load% obj 1121 elseif %cmd% == lower %send% %actor% The bucket is already lowered. You need to raise it. %load% obj 1122 else %load% obj 1122 return 0 end %purge% self ~ #1127 (21) bucket loads something~ 1 c 4 *~ if %cmd% == empty if %118_bucket% > 1 %send% %actor% The bucket has already been emptied. else eval choice %random.20% if %choice% > 15 nop %actor.gold(1)% %send% %actor% You found a gold coin in the bucket. elseif %choice% < 15 %load% obj 1124 %actor% inv %send% %actor% You found a pile of sludge in the bucket. else %load% obj 1108 %actor% inv %send% %actor% You found a bracelet in the bucket. end set 118_bucket 99 global 118_bucket end elseif %cmd% == lower %send% %actor% You lower the bucket into the well. set 118_bucket 1 global 118_bucket %load% obj 1122 %purge% self elseif %cmd% == raise %send% %actor% The bucket has already been raised. else return 0 end ~ #1128 bucket teleports self~ 1 c 4 xxteleport~ %teleport% %self.name% 1188 %echo% teleporting ~ #1129 test zoneecho~ 2 c 100 test~ %zoneecho% 1101 testing testing ~ #1130 testing findobj~ 2 c 100 test~ eval here %%findobj.%self.vnum%(xxtree)%%% if %here% > 0 %purge% xxtree end switch %time.month% case 1 case 2 case 3 case 4 set season winter %load% obj 1974 break case 5 set season season of the Grand Struggle break case 6 case 7 case 8 case 9 set season spring %load% obj 1975 break case 10 case 11 case 12 case 13 set season summer %load% obj 1972 break case 14 case 15 case 16 case 17 set season fall %load% obj 1973 break done %zoneecho% %self.vnum% The terrain changes as the %season% begins. ~ #1131 testing send~ 2 c 100 test~ * No Script ~ #1132 testing purge~ 2 c 100 test~ %purge% xxtree ~ #1133 testing spiderball~ 0 c 100 scout~ if %cmd% == scout if %arg% set cycles 0 global cycles eval directions %arg% global directions %send% %actor% initial directions are %directions% while %directions% if %cycles% < 5 %send% %actor% directions now are %directions% eval here %self.room.vnum% %send% %actor% Here is %here% eval nextdir %directions.car% %send% %actor% nextdir is %nextdir% switch %nextdir% case n set going north set coming south eval dest %here.north(vnum)% break case e set going east set coming west eval dest %here.east(vnum)% break case s set going south set coming north eval dest %here.south(vnum)% break case w set going west set coming east eval dest %here.west(vnum)% break case u set going up set coming down eval dest %here.up(vnum)% break case d set going down set coming up eval dest %here.down(vnum)% break case ne set going northeast set coming southwest eval dest %here.northeast(vnum)% break case se set going southeast set coming northwest eval dest %here.southeast(vnum)% break case sw set going southwest set coming northeast eval dest %here.southwest(vnum)% break case nw set going northwest set coming southeast eval dest %here.northwest(vnum)% break case default %echo% %Self.name% sparks and sends out a puff of smoke as it bumps into the wall. %send% %actor% %Self.name% damaged itself trying to go %nextdir%. if %damage% eval damage %self.damage%+10 else eval damage 10 end global damage break done if %dest% %echo% %Self.name% clatters away into the %going%. %send% %actor% teleporting self to %dest% %teleport% %self% %dest% %echo% %Self.name% clatters in from the %coming%. else %send% %actor% %Self.name% damaged itself trying to go %nextdir%. %echo% %Self.name% sparks and sends out a puff of smoke as it bumps into the wall. end eval directions %directions.cdr% eval cycles %cycles%+1 global cycles done else unset directions end wait 1s eval finaldest %self.room.vnum% %send% %actor% %Self.name% reports: eval back %actor.room.vnum% %teleport% %actor% %finaldest% %force% %actor% look %teleport% %actor% %back% else %send% %actor% You need to provide a list of directions. %send% %actor% Example: %send% %actor% scout n w w end else return 0 end ~ #1134 MAP~ 1 c 3 map~ * BEGINNING SETUP * eval display 11 while %display% < 56 eval x%display% . eval display %display% + 1 done eval here %actor.room.vnum% eval north -10 eval east 1 eval west -1 eval south 10 * * STARTS READING NORTH * if %here.north% eval 23 %here.north(vnum)% eval temp %23.sector% eval x23 %temp.charat(1)% eval directionlist north east south west while %directionlist% eval firstdir %directionlist.car% eval newroom 23 + %%%firstdir%%% eval %newroom% %%23.%firstdir%(vnum)%% eval vnumexist %%%newroom%%% if %vnumexist% eval temp %%%newroom%.sector%% eval x%newroom% %temp.charat(1)% end eval directionlist %directionlist.cdr% done end * * START OF EAST * if %here.east% eval 34 %here.east(vnum)% eval temp %34.sector% eval x34 %temp.charat(1)% eval directionlist north east south west while %directionlist% eval firstdir %directionlist.car% eval newroom 34 + %%%firstdir%%% eval %newroom% %%34.%firstdir%(vnum)%% eval vnumexist %%%newroom%%% if %vnumexist% eval temp %%%newroom%.sector%% eval x%newroom% %temp.charat(1)% end eval directionlist %directionlist.cdr% done end * * START OF SOUTH * if %here.south% eval 43 %here.south(vnum)% eval temp %43.sector% eval x43 %temp.charat(1)% eval directionlist north east south west while %directionlist% eval firstdir %directionlist.car% eval newroom 43 + %%%firstdir%%% eval %newroom% %%43.%firstdir%(vnum)%% eval vnumexist %%%newroom%%% if %vnumexist% eval temp %%%newroom%.sector%% eval x%newroom% %temp.charat(1)% end eval directionlist %directionlist.cdr% done end * * START OF WEST * if %here.west% eval 32 %here.west(vnum)% eval temp %32.sector% eval x32 %temp.charat(1)% eval directionlist north east south west while %directionlist% eval firstdir %directionlist.car% eval newroom 32 + %%%firstdir%%% eval %newroom% %%32.%firstdir%(vnum)%% eval vnumexist %%%newroom%%% if %vnumexist% eval temp %%%newroom%.sector%% eval x%newroom% %temp.charat(1)% end eval directionlist %directionlist.cdr% done end * * FINAL REPORT * eval x33 X %send% %actor% %x11% %x12% %x13% %x14% %x15% %send% %actor% %x21% %x22% %x23% %x24% %x25% %send% %actor% %x31% %x32% %x33% %x34% %x35% %send% %actor% %x41% %x42% %x43% %x44% %x45% %send% %actor% %x51% %x52% %x53% %x54% %x55% * * END ~ #1135 test for Fiz~ 0 c 100 *~ if %cmd% == sell if %actor.canbeseen% if %arg% eval item %actor.inventory% while %item% if %item.name% /= %arg% eval object %item% eval item 0 else eval item %item.next_in_list% end done if %object% eval desc %object.shortdesc% switch %object.type% case LIGHT case WAND case STAFF case WEAPON case TREASURE case ARMOR case WORN case CONTAINER case LIQ CONTAINER case DUAL case GEM case FISHING POLE eval value ((%object.cost% * 4) / 10) set %actor.gold(%value%)% %purge% %object% if %value% == 1 say There you go %actor.name% I took %arg% off your hands for 1 gold coin. else say There you go %actor.name% I took %arg% off your hands for %value% gold coins. end break default say Sorry %actor.name% but I don't buy these types of items. break done else say Sorry %actor.name%, but you don't have a %arg% to sell. end else %send% %actor% Yes, sell, but sell what?? That is the question. end else say I don't buy from people I can't see. end else return 0 end ~ #1136 test dg_cast~ 2 g 100 ~ set target %self.people% while %target% set nexttarget %target.next_in_room% if %target.is_pc% %damage% %target% 5 %send% %target% A dart whizzes through the air and pierces your skin! %echoaround% %target% %target.name% gets hit by a dart! eval chance %random.8% if %chance% dg_cast 'poison' %target% end end set target %nexttarget% done ~ #1137 test class~ 2 c 100 test~ %echo% firing nop %actor.class(cleric)% set %actor.class(cleric)% %actor.class(cleric)% ~ #1138 test imm force~ 2 c 100 test~ %force% testdet say test %force% testdet redit ~ #1139 test echo card~ 2 c 100 test~ set UL1 _ set UM1 _ set UR1 _ set UL4 | set UL2 | set UM4 | set UM2 | set UR4 | set UR2 | set ULn ... set UMn ... set URn ... set UL3 _ set UM3 _ set UR3 _ set ML1 _ set MM1 _ set MR1 _ set ML4 | set ML2 | set MM4 | set MM2 | set MR4 | set MR2 | set MLn ... set MMn ... set MRn ... set ML3 _ set MM3 _ set MR3 _ set LL1 _ set LM1 _ set LR1 _ set LL4 | set LL2 | set LM4 | set LM2 | set LR4 | set LR2 | set LLn ... set LMn ... set LRn ... set LL3 _ set LM3 _ set LR3 _ global UL1 global UL2 global UL3 global UL4 global UM1 global UM2 global UM3 global UM4 global UR1 global UR2 global UR3 global UR4 global ML1 global ML2 global ML3 global ML4 global MM1 global MM2 global MM3 global MM4 global MR1 global MR2 global MR3 global MR4 global LL1 global LL2 global LL3 global LL4 global LM1 global LM2 global LM3 global LM4 global LR1 global LR2 global LR3 global LR4 set ulc w set umc w set urc w set mlc w set mmc w set mrc w set llc w set lmc w set lrc w global ulc global umc global urc global mlc global mmc global mrc global llc global lmc global lrc %echo% @n _______________ %echo% @n| @%ulc%_@Y%UL1%@%ulc%_ @%umc%_@Y%UM1%@%umc%_ @%urc%_@Y%UR1%@%urc%_@n | %echo% @n|@%ulc%| |@%umc%| |@%urc%| |@n| %echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n| %echo% @n|@%ulc%|@u%ULn%@n@%ulc%|@%umc%|@u%UMn%@n@%umc%|@%urc%|@u%URn%@n@%urc%|@n| %echo% @n|@%ulc%|_@Y%UL3%@%ulc%_|@%umc%|_@Y%UM3%@%umc%_|@%urc%|_@Y%UR3%@%urc%_|@n| %echo% @n|@%mlc% _@Y%ML1%@%mlc%_ @%mmc%_@Y%MM1%@%mmc%_ @%mrc%_@Y%MR1%@%mrc%_@n | %echo% @n|@%mlc%| |@%mmc%| |@%mrc%| |@n| %echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n| %echo% @n|@%mlc%|@u%MLn%@n@%mlc%|@%mmc%|@u%MMn%@n@%mmc%|@%mrc%|@u%MRn%@n@%mrc%|@n| %echo% @n|@%mlc%|_@Y%ML3%@%mlc%_|@%mmc%|_@Y%MM3%@%mmc%_|@%mrc%|_@Y%MR3%@%mrc%_|@n| %echo% @n|@%llc% _@Y%LL1%@%llc%_ @%lmc%_@Y%LM1%@%lmc%_ @%lrc%_@Y%LR1%@%lrc%_ @n| %echo% @n|@%llc%| |@%lmc%| |@%lrc%| |@n| %echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n| %echo% @n|@%llc%|@u%LLn%@n@%llc%|@%lmc%|@u%LMn%@n@%lmc%|@%lrc%|@u%LRn%@n@%lrc%|@n| %echo% @n|@%llc%|_@Y%LL3%@%llc%_|@%lmc%|_@Y%LM3%@%lmc%_|@%lrc%|_@Y%LR3%@%lrc%_|@n| %echo% @n|_______________| ~ #1140 dealer say new game~ 0 d 0 new game~ wait 1s if %actor.varexists(ffplaying)% %send% %actor% @GYou are already playing a game.@n %send% %actor% @GIf you forfeit, you will lose the cards you've won.@n %send% %actor% @GYour opponent will keep the cards they've won.@n %send% %actor% @GSay forfeit to accept this and end the game.@n %send% %actor% @GSay continue to carry on with your current game.@n elseif %playing% %echo% Sorry, I'm already playing a game. else %send% %actor% Starting new game! set UL1 _ set UM1 _ set UR1 _ set UL4 | set UL2 | set UM4 | set UM2 | set UR4 | set UR2 | set ULn ... set UMn ... set URn ... set UL3 _ set UM3 _ set UR3 _ set ML1 _ set MM1 _ set MR1 _ set ML4 | set ML2 | set MM4 | set MM2 | set MR4 | set MR2 | set MLn ... set MMn ... set MRn ... set ML3 _ set MM3 _ set MR3 _ set LL1 _ set LM1 _ set LR1 _ set LL4 | set LL2 | set LM4 | set LM2 | set LR4 | set LR2 | set LLn ... set LMn ... set LRn ... set LL3 _ set LM3 _ set LR3 _ global lrn global lmn global lln global mrn global mmn global mln global umn global urn global uln global UL1 global UL2 global UL3 global UL4 global UM1 global UM2 global UM3 global UM4 global UR1 global UR2 global UR3 global UR4 global ML1 global ML2 global ML3 global ML4 global MM1 global MM2 global MM3 global MM4 global MR1 global MR2 global MR3 global MR4 global LL1 global LL2 global LL3 global LL4 global LM1 global LM2 global LM3 global LM4 global LR1 global LR2 global LR3 global LR4 set ulc w set umc w set urc w set mlc w set mmc w set mrc w set llc w set lmc w set lrc w global ulc global umc global urc global mlc global mmc global mrc global llc global lmc global lrc set ffplaying 1 remote ffplaying %actor.id% set playing 1 global playing wait 1s %echo% Heads you start, tails I start. wait 1s %echo% flips a coin... wait 2s switch 2 case 1 %echo% The coin comes up heads. wait 1s %echo% Ok, you go first, choose your card and position. break case 2 %echo% The coin comes up tails. wait 1s %echo% Ok, I'll go first. %force% %actor% xxxchoose break default %echo% The coin comes up heads. wait 1s %echo% Ok, you go first, choose your card and position. break done end ~ #1141 mob xxxchoose~ 2 c 100 xxxchoose~ switch %random.5% case 1 set cardchoice 001 break case 2 set cardchoice 002 break case 3 set cardchoice 003 break case 4 set cardchoice 004 break case 5 set cardchoice 005 break default set cardchoice 005 break done global cardchoice switch %random.9% case 1 set cardpos UL break case 2 set cardpos UM break case 3 set cardpos UR break case 4 set cardpos ML break case 5 set cardpos MM break case 6 set cardpos MR break case 7 set cardpos LL break case 8 set cardpos LM break case 9 set cardpos LR break done global cardpos %force% %actor% xxxcardchoice %cardchoice% ~ #1142 actor xxxcardchoice~ 2 c 100 xxxcardchoice~ %echo% I'm going to put card %cardchoice% in the %cardpos% position. switch %arg% case 001 set %cardpos%1 2 set %cardpos%2 1 set %cardpos%3 2 set %cardpos%4 1 break case 002 set %cardpos%1 1 set %cardpos%2 2 set %cardpos%3 1 set %cardpos%4 2 break case 003 set %cardpos%1 2 set %cardpos%2 2 set %cardpos%3 2 set %cardpos%4 1 break case 004 set %cardpos%1 2 set %cardpos%2 1 set %cardpos%3 2 set %cardpos%4 2 break case 005 set %cardpos%1 2 set %cardpos%2 2 set %cardpos%3 2 set %cardpos%4 2 break done global %cardpos%1 global %cardpos%2 global %cardpos%3 global %cardpos%4 ~ #1143 show board~ 2 c 100 show~ %echo% @n _______________ %echo% @n| @%ulc%_@Y%UL1%@%ulc%_ @%umc%_@Y%UM1%@%umc%_ @%urc%_@Y%UR1%@%urc%_@n | %echo% @n|@%ulc%| |@%umc%| |@%urc%| |@n| %echo% @n|@Y%UL4% %UL2%%UM4% %UM2%%UR4% %UR2%@n| %echo% @n|@%ulc%|@u%ULn%@n@%ulc%|@%umc%|@u%UMn%@n@%umc%|@%urc%|@u%URn%@n@%urc%|@n| %echo% @n|@%ulc%|_@Y%UL3%@%ulc%_|@%umc%|_@Y%UM3%@%umc%_|@%urc%|_@Y%UR3%@%urc%_|@n| %echo% @n|@%mlc% _@Y%ML1%@%mlc%_ @%mmc%_@Y%MM1%@%mmc%_ @%mrc%_@Y%MR1%@%mrc%_@n | %echo% @n|@%mlc%| |@%mmc%| |@%mrc%| |@n| %echo% @n|@Y%ML4% %ML2%%MM4% %MM2%%MR4% %MR2%@n| %echo% @n|@%mlc%|@u%MLn%@n@%mlc%|@%mmc%|@u%MMn%@n@%mmc%|@%mrc%|@u%MRn%@n@%mrc%|@n| %echo% @n|@%mlc%|_@Y%ML3%@%mlc%_|@%mmc%|_@Y%MM3%@%mmc%_|@%mrc%|_@Y%MR3%@%mrc%_|@n| %echo% @n|@%llc% _@Y%LL1%@%llc%_ @%lmc%_@Y%LM1%@%lmc%_ @%lrc%_@Y%LR1%@%lrc%_ @n| %echo% @n|@%llc%| |@%lmc%| |@%lrc%| |@n| %echo% @n|@Y%LL4% %LL2%%LM4% %LM2%%LR4% %LR2%@n| %echo% @n|@%llc%|@u%LLn%@n@%llc%|@%lmc%|@u%LMn%@n@%lmc%|@%lrc%|@u%LRn%@n@%lrc%|@n| %echo% @n|@%llc%|_@Y%LL3%@%llc%_|@%lmc%|_@Y%LM3%@%lmc%_|@%lrc%|_@Y%LR3%@%lrc%_|@n| %echo% @n|_______________| ~ #1144 new trigger~ 2 c 100 test~ %echo% var is %var% %echo% var2 is %var2% %echo% coloured var is @Y%var%@n set col Y %echo% var coloured var is @%col%%var%@n ~ $~